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Messages - SleepyFox

#16
Quote from: Xerberus86 on August 30, 2014, 12:47:11 PM
Quote from: AlmightyR on August 30, 2014, 10:46:19 AM
Quote from: minami26 on August 30, 2014, 02:33:29 AM
Quote from: AlmightyR on August 29, 2014, 06:55:32 PM
How do I create a compact research terminal ITEM? I have all pre-trade workbenches and I searched all bills (i think), but it's nowhere...My original RT (the one that came inside a pod in the beginning) was destroyed in a pirate raid, so if I'm supposed to get it from deconstruction of that one, I guess I'm stuck? In that case what is the save-file code I need to...Well...God-wish it into existence near my base so that I can unstuck myself?

can't we just buy another one from one of the traders?

If you lose the terminal before you can get the comms desk, you really pretty much -are- screwed. No comms, no trader.
#17
Quote from: Evul on August 29, 2014, 08:50:19 AM
Project Armory have a patch deselecting everything as default.
It is a standalone download from the frontpage of Project Armory click the banner.

The problem I'm actually having is that everything already /is/ de-selected by default. And I want everything selected. Especially because I know there's some guns hiding on my map somewhere from previous raids and I can't find them...
#18
Oh hey, Minami, the equipment racks are /slightly/ borked in that there's no way to 'select all'. If you want to use them for everything you have to go down the list and click everything one by one. And that's a lot of guns.

#19
Looking forward to a food update. Here's my colony so far. Made it 45 days! This is my third attempt at a TTM2.8 colony.

#20
Will there be any adjustments to the food system? It seems inordinately difficult to give my colonists non-raw food. The campfire business seems pretty inefficient, grilled food taking a lot of materials and decaying quickly. Not to mention with the biomes, agave is not a common plant outside of arid. A way to grow it ourselves, maybe?
#21
The function in options to search for specific colonists/backgrounds seems to be broken (or the one I'm looking for doesn't exist in the present build). I filled the fields with the name and I spent five minutes just clicking 'random' in the colonist selection area. Several of the same names scrolled past several times, but not the one I was searching for. Is the search function just not working presently, or did we lose some colonists in the transition to versions?
(Hunting for Victoria Louene)
#22
Stories / Re: The Fourth Colonist
April 18, 2014, 10:31:13 PM
...I did it again. In the colony I've been streaming the last couple of days, I got a trapped boom rat on accident. We named him Mr. Snuggles. He lives in the colony dining room. He sleeps on a human-skin rug made from the body of one of the raiders who met an untimely demise. THIS IS BECOMING A THING.
#23
Stories / The Fourth Colonist
April 17, 2014, 03:48:57 AM
Like any good colony, Eternal Rain began with a rapid, screaming descent in a capsule surrounded by flaming wreckage. Over the course of several days, the trio of unlikely unified survivors, the chef, the scientist, and the entrepreneur, banded together to build a new home. Crops were sowed, walls were built, and after nearly two weeks, the trio has endured two raider attacks (with prisoners intact), as well as a never-ending deluge of rain.

And something unexpected has happened. Through rapid construction of walls and roofs, a local creature ended up trapped inside of the chef's room. Instead of summarily executing the rodent, the boomrat remained largely ignored. Hiroto, the chef, despite lacking any particular skills regarding animal care, at least knows what someone or something looks like when its hungry. That and his bedposts were getting chewed up.

A basket of carrots was dropped into a corner of the room, and immediately the little stowaway ate his fill and promptly fell asleep. It would seem that Eternal Rail has gained a fourth colonist. Completely by accident. (And also pets are somewhat unsupported in the game mechanics for the moment. And animals can't open doors.) Hopefully little 'Bombchu' will refrain from going berserk and trying to explode the colony.

(Using most of the Big Bang Modpack)

#24
Mods / Re: Giant Muffalo
March 21, 2014, 07:43:46 AM
The Alphalo (Alffalo?) mod, because clearly it can be male or female according to op? It's like that Far Side strip where the sheep leads the herd out. 'GRAZE!' ... 'BACK TO THE BARN!'. He was the king of sheep.

Being able to tame the Alphalo would be awesome. Ride it into battle.

#25
Quote from: Cala13er on March 20, 2014, 05:31:53 PM
Yeah, It's fixed in the Alpha 3 version and probably in the v0.0.1.4 if I can cba to copy that 1 part of code -_-

As for human fertilized soil.
1. It was requested and since this is the Industrial RIM BETA, I thought why not.
2. It happens in real life unfortunately, I think some US Tourists found out about it happening in a corrupt area of Nigeria.
3. I forgot to change the colonist view of it to Horrifying

Not to mention the ever-present use of corpse-starch rations in Warhammer 40k, where grinding bones to make bread is pretty literal. Still, it pretty much came from the comment "BLOOD MAKES THE GRASS GROW!" ... or rather, 'blood makes the taters grow'. So :D
#26
Mods / [Request] Corpse Processing/Fertilizer
March 18, 2014, 05:57:24 AM
So we can butcher and devour our dead now, but why not turn the bodies of dead raiders into something beneficial? A friend of mine had the idea after we were discussing base design and I said I'd rather fight it out in the open of the colony because blood makes the taters grow (as opposed to a walled base.) So what if we could turn corpses into fertilizer to make crops grow faster/better or something?

Any ideas on how this could be done/implemented? I'm pretty sure plant growth stats are still difficult to access if at all currently, but maybe there could be a new type of farm object that accelerates growth (like hydroponic tables do) but you need a certain amount of the 'corpse powder' resource generated by grinding up bodies to build it? Like metal or stone for walls, etc.
#27
Mods / Re: [Request] Slag smelter
March 18, 2014, 05:49:19 AM
There's also one in the blacksmith's table that was recently updated to be a part of the Workplaces mod.
http://ludeon.com/forums/index.php?topic=2354.0

The blacksmith table in Haplo's original mod was really sweet. Nice to see there's options!
#28
Mods / Re: [REQUEST] Flares/Extra Lighting
March 06, 2014, 03:57:45 PM
So basically it's doable in a future version when modding becomes more moddable. Wow, the future is going to be awesome.
#29
Mods / Re: [REQUEST] Flares/Extra Lighting
February 28, 2014, 12:23:24 PM
I know nothing about coding but maybe check out the weapons and see what makes the projectiles for the grenades vanish or whatnot?
#30
Oh sweet! Mix it with the Browning and Bren from Project Armory and you'll have some scary defenses...